2013 PSP field and added bunkers

After talking to team owners and coaches, countless hours computing information gathered all season long from the games themselves and from the type of games Paintball Sports Promotions wants to showcase, adding a few more bunkers to the existing PSP field is the best remedy to slow Race-to games.

The length of the PSP field increased in 2011 to help keep players alive off the break. Though it helped, those 20 extra feet also increased the gaps between bunkers once primary positions were taken, making the progression a bit more difficult. We all saw countless games going to time again season. We all saw countless players running out of paint on the field again this season.
Shooting more paint cost too much to the teams and slow games are definitely not attractive to watch.

To demonstrate the difference between 46 bunkers and 50 bunkers on the field, we took the most recent layout: PSP World Cup. (see below)
What could be considered as an insignificant change is indeed a crucial one. Looking at the routes towards Snake1 and D1, the total distance is about the same, but that distance is broken into 4 segments with the new configuration, making each move that much shorter.
On the Dorito side, you had to run 27 off the break, then 19 from the Small Dorito to the Aztec. With the alternate configuration, you would have a 9 shorter break and two short bumps: 11 then another 16 to make it to that Aztec. You can see the alternate route is much safer and the bunkers much easier to get to.
The Snake would have been even also easier to get too.

At PSP MAO, we all remember that huge gap between the Tall Aztec and D1. An extra bunker would have broken that gap in half, making the game that much faster. (And we would have had an extra bunker to place on the field to offer more options or shorter moves).

Now its on you to win your gun battles and get to the key positions before your opponent.

Those 4 added bunkers are shapes we already use on the PSP field. There will be no new shape for 2013, guaranteed.
This new addition will come at almost no cost to those buying a new field and, to those buying the bunkers individually; this is going to be the cheapest PSP Upgrade Kit ever.

We are looking forward to the 2013 season with more exciting games for those on the field or watching the webcast!

I think this is the wrong direction plain and simple, more bunkers give more people places to plant their ***** and shoot paint. More bunkers are going to slow the game down even more, only time will tell.

On one side of the coin, more bunkers means more places to hide and shoot paint, but the aim of this change is to have shorter distances to move forward on the field at the begining of a game, meaning that you don't die every time you want to move to the snake or the Doritos. If players have the ability to move easier down the field they will do it. So in reality this change will make moving down easier and more viable.

Just bring back the X-ball fields from back around 05-07. Those were my favorites, especially with the pins in the middle. Made for a more interesting game.

I read posts about the field layouts elsewhere on PBN and kept notes. Someone pointed out the repetitiveness of the layouts this season. I thought we had a good variety this season but I'll spend even more time on the designs for 2013 and do my best to bring you guys something everyone can enjoy playing and watching.

The layout needs to promote player movement, not more places to hide. Movement creates action, ~ action creates...
More action will be the basis for the strategy to win, not the 15bps your back players can put out for 3 minutes or the ability to get a key spot (snake) and hide while you pop up occasionally.
I think Clear bunkers would be an interesting idea. You can hide for protection but you wont stay long, just a thought.
Or maybe a hockey/lacrosse style rule, if one player crosses a certain point, the whole team has to either get to that point or the other team is given a one man advantage. Something to promote movement and strategy that fairly easy to understand by an onlooker.

The layout needs to promote player movement, not more places to hide. Movement creates action, ~ action creates...
More action will be the basis for the strategy to win, not the 15bps your back players can put out for 3 minutes or the ability to get a key spot (snake) and hide while you pop up occasionally.
I think Clear bunkers would be an interesting idea. You can hide for protection but you wont stay long, just a thought.
Or maybe a hockey/lacrosse style rule, if one player crosses a certain point, the whole team has to either get to that point or the other team is given a one man advantage. Something to promote movement and strategy that fairly easy to understand by an onlooker.

These are some horrible ideas, not gonna lie haha.

__________________HKOhio University Bobcats.NCPA All Stars.Xcape paintball.

I read posts about the field layouts elsewhere on PBN and kept notes. Someone pointed out the repetitiveness of the layouts this season. I thought we had a good variety this season but I'll spend even more time on the designs for 2013 and do my best to bring you guys something everyone can enjoy playing and watching.

Would it be within the realm of possibilities to have a 'throwback' style layout with the traditional x-pins configuration? Obviously we can't expect you to commit to anything, but is it possible that we could see something like that?

This will help. Players are more likely to camp if there is a wide lane they can post on and they're more likely to camp if they don't think they can make their bump.
Make the lane smaller, the bump easier, the smart players will move out and forward.

Adding bunkers makes breakouts more player friendly. If youre a good player, youll make your primary bunkers 99% of the time, no need for extra bunkers. It allows the un-athletic, less skilled players to easily make their bumps, and their bunkers off break. Not that its a terribly bad idea, but i feel its not necessary. Keeping the bunker count the same forces players to play smart by bumping when the time is right, not because the next one is only within an "arm's reach". If teams are going to just sit in the back and lane, then thats what theyre going to do while dragging out the time clock, its just another way to play the game.

I do, however, agree that the snake beams should be just a tad taller.